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=== Notes of: "The Pervasive Interface: Tracing the Magic Circle", by Eva Nieuwdorp === | |||
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The Go Game, looking fro the speaker (http://www.thegogame.com/) | The Go Game, looking fro the speaker (http://www.thegogame.com/) | ||
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real and virtual: opposition between cultural conventions and fictional game world (set of rules) generated by computers. (telic and paratelic) | real and virtual: opposition between cultural conventions and fictional game world (set of rules) generated by computers. (telic and paratelic) | ||
== Pervasive Gaming == | == Pervasive Gaming == |
Latest revision as of 18:15, 21 January 2012
Notes of: "The Pervasive Interface: Tracing the Magic Circle", by Eva Nieuwdorp
The Go Game, looking fro the speaker (http://www.thegogame.com/)
Pervasive Games within digital games
to broaden the game world to include elements of everyday life (barcodes! you remember?)
including public sphere and workplace
Wavering between fantasy and reality.
Ambiguity between fantasy and reality, core issue in the game and core of the contruction of a game world.
Pervasive game: interweaving of reality and fantasy (is it the right word?)
everyday environment as a playground (is not already always like that? reductivity of choices? Fuller, set of rules)
notion of reality and fantsy for a pervasive game.
play vs game
juxtaposition with everyday life
interface as the co-existence of supposed antagonistic forces in pervasive games.
interface corresponds to this place in which reality and fantasy are intertwined.
where and how the interface come to being?
not only the balance between reality and fantasy (virtuality? Fuller again) but also the typology of game (ludus and paidia)
role of the player
plyers forms the most crucial kind of interface in pervasive games.
interface located in thoguhts of the player and then acquiring a more cultural and symbolic meaning.
real and virtual: opposition between cultural conventions and fictional game world (set of rules) generated by computers. (telic and paratelic)
Pervasive Gaming
pervasive vs ubiquitous games, augmented reality, etc.
pervasive: mixture of real and virtual
creating virtual wordsl of play in everyday environments (temporal, spatial and social way)
multiple media platforms
Digital games: interface in the hardware (controllers), software (visual elements)
HCI (human-computer interaction)
screen as an Alberti's window from physical to digital., translucent membrane: digital signs into player experineces
screen as a obstacle to immersive qualities of games
notion of interface in digital games sufficient to cover pervasive games?
visual representations out of the screen
interface: affected in HCI, reality/game, hardware/software
HCI: scree is the ultimate interface, tip of the iceberg
interface: graphical and tangible concept
Grudin, "we need to customize the concept of the interface to apply the social and spatial environments of interactions"
define the practice of computing in relation to user and environment: personal history and setting
Dourish "embodied interactions"
pervasive games: actively creating meaning and reinterpret conventions
willing suspension of disbelief
Semiotic domains
define game world and everyday life: signs and semiotics
what elements change when the game world comes into being?
example of the key, anything but a conventional key
"view familiar environments with different eyes" (what if apply the same approach to everyday life?)
changes in the correlation between an enity and its meaning.
Saussure: signifier (sound image of a thing) and signified (mental concept of it)
a different mental state
Gee: videogames as distinct semiotic domains (again the consistency of the domain Fuller)
Where does the border between lifeworld domain vs game domain reside?
The magic circle and the metaphorical membrane
magic circle:
tracing the contours of the circle is tracking down the levels of the pervasive interface
magic circle: an organic entity that changes and develops and interacts with its surroundings, a permeable membrane
game and life not just crude juxtaposition
two-way direction of exchange
how can we delineate this border?
mechanisms that keep the boundary:
1. rules of irrelevance
2. transformation rules: a non-game element is transformed when it passes the magic circle
3. realised resources: all possible moves that can be done
pervasive games: transformation rules very loosely defined, realised resources seem infinite
acceptance of the game world as an omnipresent and persisten realm.
rules of irrelevance is problematic in pervasive games
semiotic domain of pervasive game-world is activated by a shift of the player in relation to his own environment
The liminal interface: paratelic and paraludic
"interfaces are also located in the mind of the player": liminal (Turner) interface: threshold, transitional stage
semiotic switch
subcategories: paratelic (from serious to playful) and paraludic (from play to game)
from serioud to playful: rejection of conventions and practices of everyday life (rules of irrelevance)
temporary and reversible attention shift
develop a literacy
Conclusions
interface ubiquiotous and mobile (cause is in the mind of the player?)
liminal interface as the edge of the magic circle, metaphorical membrane